;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1997 by MicroProse Software
;
;   For scenario "The Golden Age of the United Provinces of the Netherlands:
;                 The end of the Pax Hispanica"
;   by Allard H.S. Hfelt
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Civilopedia: Civilization Advances

@PEDIACIV
@width=480
@title=Civilization Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows government form of same name.
^Allows settlers to build fortresses.
^Allows settlers to build airbases.
^Allows settlers to build railroads.
^Allows settlers to improve farmland.
^Increases the effect of temples.
^Increases the effect of colosseums.
^Research is not allowed in this scenario. New techs in Europe are invented every 10-20 turns.
^Increases ship movement rates by one.
^Improves Spaceship thrust by 25%.
^Free civ. advance for first civ. to discover.
^Decreases the effect of Great Temples.
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Civilopedia: Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^Can see units two spaces away.
^Ignores enemy Zones of Control.
^Can make amphibious landings.
^Invisible to most enemy ships.
^Can attack aircraft in flight.
^May be lost out of sight of land.
^Ignores City Walls.
^Can carry friendly air units.
^Can make paradrops.
^Treats all squares as road squares.
^Defense +50% versus units with a movement factor of 2.
^Only Fundamentalist governments can build.
^Destroyed after attacking.
^Defense +100% versus air and missile units.
^Can spot enemy submarines in adjacent squares.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: City Improvements

@PEDIAIMPROVE
@width=480
@title=City Improvement
^^%STRING0
^

@;Palace
@PEDIAIMPROVE1
Eliminates corruption and waste in the city,
and decreases it in all nearby cities.___________________
______________________________________________________________
During this particular period of history,
thousands of castles and palaces have been
built in Europe.

@;Barracks
@PEDIAIMPROVE2
City produces Veteran ground units. Ground units can
be completely repaired in a single turn.

@;Granary
@PEDIAIMPROVE3
Only half of city's food store is depleted when
city increases in size.

@;Temple
@PEDIAIMPROVE4
Up to two discontented citizens are made content._____________
______________________________________________________________
In the still relatively middle-agean society of this
time, churches were the most important part of a city.

@;Marketplace
@PEDIAIMPROVE5
Increases tax and luxury output by 50%%.___________________
______________________________________________________________
The Cattle Farm was a weekly market in every city
where much money was earned.

@;Library
@PEDIAIMPROVE6
Increases science output by 50%%.

@;Courthouse
@PEDIAIMPROVE7
Decreases corruption by 50%%. Makes city more resistant
to bribery by enemy diplomats and spies. Under Democracy,
one content citizen becomes happy.

@;City Walls
@PEDIAIMPROVE8
Units in city are tripled on defense versus ground attacks.___
______________________________________________________________
The defense of a city with fortifications was vital for a
city's survival. The best-known dutch fortified city dating
from this period is Willemstad.

@;Aqueduct
@PEDIAIMPROVE9
Allows city to increase beyond size 10. (not 8 !!!)

@;Bank
@PEDIAIMPROVE10
Increases tax and luxury output by an
additional 50%% (cumulative w/ Marketplace).___________________
______________________________________________________________
Banks, as was money, was and is very important in the
Netherlands. Not only they supply wealth to the citizens,
but also to the state.

@;Cathedral
@PEDIAIMPROVE11
Makes four unhappy citizens content (Three after Communism).___
______________________________________________________________
A Cathedral was one of the highest honours a city could have,
especially in this still middle-agean society.

@;University
@PEDIAIMPROVE12
Increases science output by an additional
50%% (cumulative w/ Library).

@;Mass Transit
@PEDIAIMPROVE13
Eliminates pollution caused by population.

@;Colosseum
@PEDIAIMPROVE14
Three unhappy citizens are made content
(four w/ Electronics).

@;Factory
@PEDIAIMPROVE15
Increases resource production in city by 50%%.___________________
______________________________________________________________
Wind Mills were used for various things such pumping water
out and make new land ("polders"), to saw trees in the right
shapes for the ship-making industry, and for producing several
other vital products.

@;Mfg. Plant
@PEDIAIMPROVE16
Increases resource production by an additional 50%%
(cumulative w/ Factory)._____________________________________
______________________________________________________________
DO NOT SELL THIS OR YOU WILL RUIN GAMEPLAY !!! (unless you
desperately need much money, but you will lose much of your
industry...)

@;SDI Defense
@PEDIAIMPROVE17
Protects everything within three spaces of
the city from nuclear attack.

@;Recycling Center
@PEDIAIMPROVE18
Decreases the pollution caused by factories.

@;Power Plant
@PEDIAIMPROVE19
Increases factory output by 50%%.____________________________
______________________________________________________________
DO NOT SELL THIS OR YOU WILL RUIN GAMEPLAY !!! (unless you
desperately need much money, but you will lose much of your
industry...)

@;Hydro Plant
@PEDIAIMPROVE20
Increases factory output by 50%%.  Cleaner
than Power Plant, and generally safer than
Nuclear Plant._______________________________________________
______________________________________________________________
DO NOT SELL THIS OR YOU WILL RUIN GAMEPLAY !!! (unless you
desperately need much money, but you will lose much of your
industry...)

@;Nuclear Plant
@PEDIAIMPROVE21
Increases factory output by 50%%.  Cleaner
than Power Plant (same as Hydro Plant), but
there is a risk of Nuclear Meltdown unless
civilization has discovered Fusion._________________________
______________________________________________________________
DO NOT SELL THIS OR YOU WILL RUIN GAMEPLAY !!! (unless you
desperately need much money, but you will lose much of your
industry...)

@;Stock Exchange
@PEDIAIMPROVE22
Increases tax and luxuries output by an additional
50%% (cumulative with Marketplace and Bank for a grand
total of 150%%)._______________________________________________
______________________________________________________________
Chambers of Commerce were very important. Without them, the Dutch
East-India company would lose much money from their trips to the
east (and later to the west).

@;Sewer System
@PEDIAIMPROVE23
Allows city to grow beyond size 15. (not 12 !!!)

@;Supermarket
@PEDIAIMPROVE24
Allows squares in the city's radius with
the "farmland" improvement (irrigated twice)
to produce 50%% more food.

@;Superhighways
@PEDIAIMPROVE25
All squares in the city's radius with roads
(or railroads) produce 50%% more trade.

@;Research Lab
@PEDIAIMPROVE26
Increases science output by an additional 50%%
(cumulative with Library and University for a
grand total of 150%%).

@;SAM Missile Battery
@PEDIAIMPROVE27
Units in city are doubled on defense against
air units and non-nuclear missile units.

@;Coastal Fortress
@PEDIAIMPROVE28
Units in city are doubled on defense against
shore bombardment by enemy ships.___________________________
______________________________________________________________
Coastal Fortifications were vital for protecting a coastal
city from the enemy. Many are still intact nowadays and
form a remnant of these dangerous times.

@;Solar Plant
@PEDIAIMPROVE29
Increases factory output by 50%%.  Cleaner
than all other forms of power._______________________________
______________________________________________________________
DO NOT SELL THIS OR YOU WILL RUIN GAMEPLAY !!! (unless you
desperately need much money, but you will lose much of your
industry...)

@;Harbor
@PEDIAIMPROVE30
All ocean squares in the city's radius
produce one extra unit of food.

@;Offshore Platform
@PEDIAIMPROVE31
All ocean squares in the city's radius
produce one shield.

@;Airport
@PEDIAIMPROVE32
City produces veteran air units.
Any air unit spending its entire turn in the city
is completely repaired. Allows airlift.

@;Police Station
@PEDIAIMPROVE33
Decreases unhappiness caused by troops away from city by 1.

@;Port Facility
@PEDIAIMPROVE34
City produces veteran naval units.
Any ship spending its entire turn in the city is
completely repaired._________________________________________
______________________________________________________________
A coastal city was not really a city until it had built a
big port. The East-India Company (VOC)'s most important ports
were Amsterdam, Hoorn, Enkhuizen and Rotterdam.

@;SS Structural
@PEDIAIMPROVE35
One of three parts needed to build a spaceship.

@;SS Component
@PEDIAIMPROVE36
One of three parts needed to build a spaceship.

@;SS Module
@PEDIAIMPROVE37
One of three parts needed to build a spaceship.

@;Colonization
@PEDIAIMPROVE38
Converts production into trade.______________________________
______________________________________________________________
One trip to the East, that returned safely home, would give
its investors a rendement of 300%% !!! No wonder that, even
though many trips failed, this was such a popular investment.

@;Pyramids
@PEDIAIMPROVE39
Counts as a Granary in every one of your cities.

@;Hanging Gardens
@PEDIAIMPROVE40
One extra happy citizen in every city.

@;Colossus
@PEDIAIMPROVE41
City produces one extra trade arrow in each square that
already produces one.

@;Lighthouse
@PEDIAIMPROVE42
No effects, just a symbol_____________________________________
______________________________________________________________
The discovery of America by Columbus in 1492 was an important
date in the history of the entire world. Western-Europe was
searching desperately for a way to trade with the Far East,
after Contantinopolis fell. Via the south, the north (by the
famous Dutch explorer Willem Barentsz, who died on Nova
Zembla), and via the west.

@;Great Library
@PEDIAIMPROVE43
No effects, just a symbol_____________________________________
______________________________________________________________
Henry Hudson, a captain in Dutch service, was the first to
explore the northern part of America. His trip was very
important for the future Dutch colonies in this area. Hudson
has become immortal by all geographical locations, such as
the Hudson Bay called after him.

@;Oracle
@PEDIAIMPROVE44
Doubles the effect of all of your temples.

@;Great Wall
@PEDIAIMPROVE45
Enemy civilizations must offer cease-fire/peace
in negotiations.  Combat strength doubled against
barbarians.

@;Sun Tzu's War Academy
@PEDIAIMPROVE46
All new ground units produced gain Veteran status.
Any unit which wins a combat gains Veteran status.

@;King Richard's Crusade
@PEDIAIMPROVE47
Every square in the city's radius produces an extra
resource "shield".

@;Marco Polo's Embassy
@PEDIAIMPROVE48
You receive a free embassy with every rival Civilization (so
your intelligence report will always be complete and you will
receive updates when other civilizations discover technologies).

@;Michelangelo's Chapel
@PEDIAIMPROVE49
Counts as a Great Temple in each of your cities.

@;Copernicus' Observatory
@PEDIAIMPROVE50
Increases science output of city by 50%%.

@;Magellan's Expedition
@PEDIAIMPROVE51
No effects, just a symbol_____________________________________
______________________________________________________________
Magellan was the first who circumnavigated the world. A daring
entreprise, and his voyage had an enormous effect. Magellan
himself tragically died, but will be remembered forever.

@:Shakespeare's Theatre
@PEDIAIMPROVE52
All unhappy citizens in city are content.

@;Da Vinci's Workshop
@PEDIAIMPROVE53
Whenever one of your units becomes obsolete because of a new
technology you have discovered, it is immediately replaced
by an equivalent modern unit.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE54
Decreases unhappy citizens on same continent by 2 per city.

@;Isaac Newton's College
@PEDIAIMPROVE55
Doubles science output of city.

@;Dutch United East-India Company (VOC)
@PEDIAIMPROVE56
No effect, just a symbol______________________________________
______________________________________________________________
The Dutch United East-India Company (VOC) was founded in
1602 and soon proved incredibly succesful. During most of
the 17th century it had a monopoly on all trade to the Far
East. In 1789, it went bankrupt, when the French invaded
the Netherlands.

@;Dutch West East-India Company (WIC)
@PEDIAIMPROVE57
No effect, just a symbol______________________________________
______________________________________________________________
The Dutch West-India Company (WIC) proved less succesful than
its eastern brother. Directly after its founding, however,
business was booming, mostly by privateering activities with
captains such as Piet Heyn. In 1641, the Company possessed:
New York & part of New England, Brasil, parts in Africa, Guyana
and the Antilles. After the peace with Spain in 1648, it went
worse and worse, and the company was finally dissolved in 1675.


@;The Statue of Liberty
@PEDIAIMPROVE58
Eliminates the period of unrest between governments.
Also allows any form of government to be chosen, even if
the proper advance has not been discovered.

@;The Eiffel Tower
@PEDIAIMPROVE59
When you first discover the Pharaoh's Needle, Every civilization's 
attitude toward you is immediately shifted 25 points in your favor 
(on a hundred point scale).  Attitudes continue to improve
gradually over time.  Other civilizations are also quicker to forget 
your past transgressions.

@;Hoover Dam
@PEDIAIMPROVE61
Provides Hydro power to every city on every continent.

@;Women's Suffrage
@PEDIAIMPROVE60
Counts as a Police Station in every one of your cities.
(Decreases unhappiness caused by troops away from city by 1).

@;Manhattan Project
@PEDIAIMPROVE62
Allows nuclear weapons to be built.

@;United Nations
@PEDIAIMPROVE63
^* Free embassy with every other civilization
^* Enemy civ's cannot refuse your peace treaties.
^* As a democracy, you can declare war 50%% of the time
^  (peacekeeping missions).

@;Apollo Program
@PEDIAIMPROVE64
Allows construction of spaceship improvements.
Reveals Map to all players.

@;SETI Program
@PEDIAIMPROVE65
Counts as a research lab in every one of your cities; effectively
doubles your science output.

@;Cure for Cancer
@PEDIAIMPROVE66
One extra happy citizen in each city.

@PEDIAGOVT
@width=600
@title=Civilization: Governments
The form of government you choose for your civilization will
affect the way resources are distributed in your cities, the
rate at which your citizens can produce and sustain new units
and city improvements, and the extent to which your citizens
have a say in the way you govern them.
^
Some forms of government, such as Despotism, Monarchy, and
later Communism and Fundamentalism, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
Democracy and the Republic, on the other hand, give your
citizens the freedom to produce vast amounts of trade, which
increases your wealth and knowledge rapidly. On the other
hand, your citizens may grow unhappy when you send military
units out of your cities; also, your Senate may try to
interfere in your conduct of foreign affairs.
^
To change your civilization's government, you must have a
Revolution--select "Revolution" from the Kingdom Menu.  This
will entail a brief period of Anarchy.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Anarchy
Anarchy represents not so much a government type as the
lack of any stable government. Anarchy occurs when your
civilization's government falls, or when you decide to
have a Revolution. After a few turns of Anarchy, you will
be able to reconstitute your government.
^
Anarchy is similar to Despotism, except that the corruption
rate is VERY HIGH (see entry for Despotism).  However, no
taxes are collected during a period of Anarchy, and no
scientific research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Despotism
^UNIT SUPPORT
Each unit above the city size costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Despotism has a HIGH rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Despotism, none of the science/tax/luxury rates may
be set higher than 60%%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY
PRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, TRADE) PRODUCES
ONE LESS.
^
^HINTS
Because of Despotism's high rate of corruption, it is almost
always an inferior form of government.  Try to switch to a
Monarchy as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Monarchy
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Monarchy has a MODERATE rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Monarchy, none of the science/tax/luxury rates may
be set higher than 70%%.
^
^HINTS
Monarchy is an excellent form of government for a young
civilization.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Communism
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens can
be suppressed).
^
^CORRUPTION AND WASTE
Under Communism, state control of the economy eliminates
organized crime.  Your cities, therefore, experience no
corruption.
^
^SPECIAL
All SPY units produced under Communist governments are
given VETERAN status.  Under Communism, none of the
science/tax/luxury rates may be set higher than 80%%.
^
^HINTS
Communism is best for large, far-flung empires which need
to maintain a large military.  Use your powerful spies to
steal technology from the capitalist pigs.

@PEDIAGOVT4
@width=600
@title=Civilization Government: Fundamentalism
^UNIT SUPPORT
Can support up to TEN units for free; additional
units cost one shield each.  Settlers eat one
food per turn.  ONLY Fundamentalist governments
may produce FANATIC units.
^
^HAPPINESS
Under Fundamentalism, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Fundamentalism has a LOW rate of corruption.
However, Fundamentalism has the special disadvantage that
all SCIENCE is HALVED.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Temples, etc.)
produce "tithes" equal to the number of citizens they would
otherwise convert.  They also require no maintenance.
The diplomatic penalties for "terrorist acts" committed by
your Diplomats and Spies are reduced.
Under Fundamentalism, none of the science/tax/luxury rates may
be set higher than 80%%.
^
^HINTS
Fundamentalism eliminates all happiness problems and provides
an excellent revenue.  Scientific research tends to languish.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Republic
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes one citizen in its home city to become unhappy.
^
^CORRUPTION AND WASTE
The Republic has a LOW rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Republic, each square which ordinarily produces at
least one unit of trade produces an extra unit.
None of the science/tax/luxury rates may be set higher
than 80%%.
^
^HINTS
Switching to a Republic can give an astounding boost to your
science and tax revenues, although you'll probably have to
divert some of your trade to luxuries.  It becomes more
difficult (and expensive) to keep an army in the field, but
building the Womens Suffrage wonder can help with this
problem.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Democracy
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each unit which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes TWO citizens in its home city to become unhappy.
^
^CORRUPTION AND WASTE
Democracies experience NO corruption or waste.
^
^SPECIAL
Under a Democracy, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and cities of a Democracy are immune to BRIBERY
of all forms.
The science/tax/luxury rates may be set to any level
desired.
^
^HINTS
Democracies can produce spectacular amounts of revenue and
scientific research.  However, because of the severe
happiness restrictions on military units, this form of
government tends to be viable only for large, advanced
civilizations.  Increasing your luxuries rate and building
Wonders can help alleviate this problem.

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